package funkin.shaderslmfao; import flixel.system.FlxAssets.FlxShader; class AngleMask extends FlxShader { @:glFragmentSource(' #pragma header uniform vec2 endPosition; void main() { vec4 base = texture2D(bitmap, openfl_TextureCoordv); vec2 uv = openfl_TextureCoordv.xy; vec2 start = vec2(0.0, 0.0); vec2 end = vec2(endPosition.x / openfl_TextureSize.x, 1.0); float dx = end.x - start.x; float dy = end.y - start.y; float angle = atan(dy, dx); uv.x -= start.x; uv.y -= start.y; float uvA = atan(uv.y, uv.x); if (uvA < angle) gl_FragColor = base; else gl_FragColor = vec4(0.0); }') public function new() { super(); endPosition.value = [90, 100]; // 100 AS DEFAULT WORKS NICELY FOR FREEPLAY? } }